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Stella's Quest logo

TOP DOWN ADVENTURE

Focused Skills

Design Thinking

Team Work

Leadership

PROJECT SPECIFICS

ELEVATOR PITCH

"Stella, the adventurous archeologist goes on a quest

to unearth the secrets of the ancient ruins."

GOAL

With a considerably shorter time frame for the execution time compare to my previous project (The Abalabos project), this project was a re-enforcement in the knowledge of how to work within TGA's own production pipeline and their own custom engine, TGE.

 

Another important goal for this project was to focus in getting to use the top-down camera perspective, and how to design a game around this feature.

 

In a sense, this project is a preparation for the 2nd year at The Game Assembly were students would continue working with custom-made engines and Top Down Camera game play mechanics (Spite project).

PROJECT BREAKDOWN

DEVELOPMENT PERIOD 

8 weeks - Part Time

ENGINE 

The Game Engine / In-house TGA engine

INDIVIDUAL CONTRIBUTIONS

  • Responsible for the design of the intermediate section of the game, connecting the Forest section with the Temple section

  • Collaborative Design - Together with my design partners Pontus Beckström and Emmanuel Salomon

  • Level Design

  • Game Design

  • Environment Design - mexican archeological references

  • Project Management

  • Technical Producer

  • UX design advisor

DESIGN FOCUS 

Designing a game inspired by the classical Zelda's Link's Awakening, offered us the opportunity to focus on creating a game that aimed to capture a sense of an infinite world beyond the limitations of the screen.

Utilizing sight-lines, foreshadowing areas, illusions of far distant regions on the map, and a constant sense of discovery and awe for the player were our design cornerstones.

 

Another important aspect of this project was the commitment of the design team to collaborative design.

During our pre-production phase, the LD team created a 120cm x 120cm sketch map of the entire world. This enabled us to create a design pipeline, aim at enhancing collaborative work iterations in the levels, improving gameplay and contributing to the successful development of the project.

GAME HIGHLIGHTS

REFLECTIONS

A Game-Dev Journey

Stella's Quest was a challenging yet rewarding journey in game design. Our goal was to create an immersive adventure akin to classic games like Zelda's Link's Awakening.

 

I contributed to level design, narrative development, and project management, learning and collaborating along the way.

Decoding Success

Our agile philosophy and commitment to established work dynamics, like the 50% rule, fueled our progress.

 

Clear communication channels bolstered our productivity, facilitating seamless teamwork.

Refining the Expedition

However, there were areas to improve, such as clarifying ownership of features and integrating interactive storytelling earlier.

Overall, Stella's Quest was a testament to the power of teamwork and continuous learning in game development.

+46 79 310 12 39

Stockholm, Sweden

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